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--- /dev/null +++ b/Assets/MissileTravel.cs @@ -0,0 +1,37 @@ +using UnityEngine; +using System.Collections; + +public class MissileTravel : MonoBehaviour { + public float missileSpeed; + private Transform missilePos; + private bool inContact = false; + + // ajouter du damage + + // Use this for initialization + void Start () { + this.missilePos = this.transform; + } + + // Update is called once per frame + void Update () { + if (!inContact) + { + this.missilePos.Translate(new Vector3(missileSpeed, 0, 0) * Time.deltaTime); + } + } + + void OnCollisionEnter2D(Collision2D other) { + print("missile touche"); + if (other.gameObject.tag == "Ennemy") { + // do shits to player + print("touchee"); + Destroy(this.gameObject); + Destroy(other.gameObject); + } + if (other.gameObject.tag == "Floor") { + Destroy(this.gameObject); + } + } + +} diff --git a/Assets/MissileTravel.cs.meta b/Assets/MissileTravel.cs.meta new file mode 100644 index 0000000..e686e2d --- /dev/null +++ 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a/Assets/Prefabs/Missile.prefab.meta b/Assets/Prefabs/Missile.prefab.meta new file mode 100644 index 0000000..a76a6d5 --- /dev/null +++ b/Assets/Prefabs/Missile.prefab.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d7295f14b4e29684f865cdde9266feb0 +timeCreated: 1447715205 +licenseType: Free +NativeFormatImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scenes/FrancisScene.unity b/Assets/Scenes/FrancisScene.unity index 5144b82..1243901 100644 Binary files a/Assets/Scenes/FrancisScene.unity and b/Assets/Scenes/FrancisScene.unity differ diff --git a/Assets/Scenes/Master_Scene.unity b/Assets/Scenes/Master_Scene.unity index 15cd161..8633347 100644 Binary files a/Assets/Scenes/Master_Scene.unity and b/Assets/Scenes/Master_Scene.unity differ diff --git a/Assets/Scenes/XavierScene.unity b/Assets/Scenes/XavierScene.unity index 5144b82..8633347 100644 Binary files a/Assets/Scenes/XavierScene.unity and b/Assets/Scenes/XavierScene.unity differ diff --git a/Assets/Scripts/Animations.cs b/Assets/Scripts/Animations.cs new file mode 100644 index 0000000..850c74a --- /dev/null +++ b/Assets/Scripts/Animations.cs @@ -0,0 +1,45 @@ +using UnityEngine; +using System.Collections; + +public class Animations : MonoBehaviour { + + private Animator anim; + + private bool isShooting; + + + // Use this for initialization + void Start () { + + anim = GetComponent(); + isShooting = false; + + } + + // Update is called once per frame + void Update () { + + float mouvementX = Input.GetAxis("Horizontal"); + + + if (Input.GetKeyDown(KeyCode.X)) + { + isShooting = true; + } // if + + + if (Input.GetKeyUp(KeyCode.X)) + { + isShooting = false; + } // if + + + + anim.SetFloat("SpeedX", Mathf.Abs(mouvementX)); + anim.SetBool("isShooting", isShooting); + + + } + + +} diff --git a/Assets/Scripts/Animations.cs.meta b/Assets/Scripts/Animations.cs.meta new file mode 100644 index 0000000..5cefc35 --- /dev/null +++ b/Assets/Scripts/Animations.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 54028f0b56ae6d143b1a877a63b8fef4 +timeCreated: 1446675026 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Class/Character.cs b/Assets/Scripts/Class/Character.cs index 7bd42a3..f3984b1 100644 --- a/Assets/Scripts/Class/Character.cs +++ b/Assets/Scripts/Class/Character.cs @@ -28,6 +28,7 @@ public class Character{ public void setTouchingTheFloor(bool touchFloor){ this.touchingTheFloor = touchFloor; } + public bool isTouchingTheFloor() { return touchingTheFloor; diff --git a/Assets/Scripts/Control.cs b/Assets/Scripts/Control.cs index 23d5028..26bf857 100644 --- a/Assets/Scripts/Control.cs +++ b/Assets/Scripts/Control.cs @@ -5,22 +5,42 @@ public class Control : MonoBehaviour { public Transform thingsToMove; - public int speed; + + public float speed; + + private int eulerAngle; // Use this for initialization void Start () { - - } + + eulerAngle = 0; + + } // Update is called once per frame void Update () { - + float mouvement = Input.GetAxis ("Horizontal"); - if ( mouvement!= 0) + + // aller vers la gauche + if (mouvement > 0.0) { - thingsToMove.Translate(new Vector2(mouvement * speed, 0)); - } - - } + thingsToMove.Translate(new Vector2(mouvement * speed, 0)); // bouger le player + eulerAngle = 0; + + } // if + + + // aller vers la droite + if (mouvement < 0.0) + { + + thingsToMove.Translate(new Vector2(-(mouvement * speed), 0)); // bouger le player + eulerAngle = 180; + + } // if + + transform.eulerAngles = new Vector3(0, eulerAngle, 0); // gauche = sprite effet miroir, droite = sprite normal + } } diff --git a/Assets/Scripts/DirectionChangeTrigger.cs b/Assets/Scripts/DirectionChangeTrigger.cs new file mode 100644 index 0000000..45f46ef --- /dev/null +++ b/Assets/Scripts/DirectionChangeTrigger.cs @@ -0,0 +1,22 @@ +using UnityEngine; +using System.Collections; + +public class DirectionChangeTrigger : MonoBehaviour { + + // Use this for initialization + void Start () { + + } + + // Update is called once per frame + void Update () { + + } + + void OnTriggerEnter2D(Collider2D other) { + if( other.gameObject.tag == "Ennemy" ){ + other.gameObject.GetComponent().setDirection(- other.gameObject.GetComponent().getDirection()); + //print("TriggerEnter"); + } + } +} diff --git a/Assets/Scripts/DirectionChangeTrigger.cs.meta b/Assets/Scripts/DirectionChangeTrigger.cs.meta new file mode 100644 index 0000000..81b46ae --- /dev/null +++ b/Assets/Scripts/DirectionChangeTrigger.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d4ed5a831e76a9946a2df20bb4fb30f2 +timeCreated: 1447285007 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gravity.cs b/Assets/Scripts/Gravity.cs index 3d73f18..c96c1db 100644 --- a/Assets/Scripts/Gravity.cs +++ b/Assets/Scripts/Gravity.cs @@ -4,6 +4,7 @@ using System.Collections; public class Gravity : MonoBehaviour { public Character player; + void Start() { player = new Character(1, 10, 10, false); diff --git a/Assets/Scripts/Jump.cs b/Assets/Scripts/Jump.cs index 84aa6de..e89e3d6 100644 --- a/Assets/Scripts/Jump.cs +++ b/Assets/Scripts/Jump.cs @@ -3,34 +3,58 @@ using System.Collections; public class Jump : MonoBehaviour { - public int timeJump; + public Rigidbody2D player; // le player + + public float playerSpeedY; // la vitesse de saut + + private bool isOnGround; // somme nous sur le sol? - public Transform player; - private bool isJumping; // Use this for initialization void Start () { - isJumping = false; - timeJump = 0; + isOnGround = false; } // Update is called once per frame void Update () { - if (Input.GetButton("Fire1") && isJumping == false) + if (Input.GetKeyUp(KeyCode.Space) && isOnGround == true) { - timeJump = 50; - isJumping = true; + player.velocity = new Vector2(player.velocity.x, playerSpeedY); } - if (timeJump > 0) { - player.Translate(0, 0.5f, 0); - timeJump--; - } - else - { - isJumping = false; - } - } + + + void OnTriggerStay2D(Collider2D other) + { + if (other.gameObject.tag == "Floor") + { + isOnGround = true; + } + + } + + + void OnTriggerEnter2D(Collider2D other) + { + if (other.gameObject.tag == "Floor") + { + isOnGround = true; + } + } + + + void OnTriggerExit2D(Collider2D other) + { + if (other.gameObject.tag == "Floor") + { + + isOnGround = false; + } + + } + + + } diff --git a/Assets/Scripts/MainCamera.cs b/Assets/Scripts/MainCamera.cs new file mode 100644 index 0000000..072bf89 --- /dev/null +++ b/Assets/Scripts/MainCamera.cs @@ -0,0 +1,29 @@ +using UnityEngine; +using System.Collections; + +public class MainCamera : MonoBehaviour { + + // le player + public Rigidbody2D player; + + private float positionPlayerX; // position du player en X + private float positionPlayerY; // // position du player en Y + + + // Use this for initialization + void Start () { + + } + + // Update is called once per frame + void Update () { + + // definir la position du player + positionPlayerX = player.GetComponent().position.x; + positionPlayerY = player.GetComponent().position.y; + + // ajuster la camera selon la position du player + transform.position = new Vector3(positionPlayerX, positionPlayerY + 3.5F, -10); + + } +} diff --git a/Assets/Scripts/MainCamera.cs.meta b/Assets/Scripts/MainCamera.cs.meta new file mode 100644 index 0000000..784dd5e --- /dev/null +++ b/Assets/Scripts/MainCamera.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c729e4edf3bf65d4fa14333e02f090e0 +timeCreated: 1446932586 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Patrolling.cs b/Assets/Scripts/Patrolling.cs new file mode 100644 index 0000000..62a69b6 --- /dev/null +++ b/Assets/Scripts/Patrolling.cs @@ -0,0 +1,30 @@ +using UnityEngine; +using System.Collections; + +public class Patrolling : MonoBehaviour { + + + public float speed; + + // Use this for initialization + void Start () { + + } + + // Update is called once per frame + void Update () { + this.transform.Translate(new Vector3(speed, 0, 0) * Time.deltaTime); + } + + void FixedUpdate() { + } + + public void setDirection(float value) { + speed = value; + } + + public float getDirection() { + return speed; + } + +} diff --git a/Assets/Scripts/Patrolling.cs.meta b/Assets/Scripts/Patrolling.cs.meta new file mode 100644 index 0000000..4e7f66f --- /dev/null +++ b/Assets/Scripts/Patrolling.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: be63d981612586b44828f7fac8c05892 +timeCreated: 1447284995 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ShootingScript.cs b/Assets/ShootingScript.cs new file mode 100644 index 0000000..d1f7036 --- /dev/null +++ b/Assets/ShootingScript.cs @@ -0,0 +1,22 @@ +using UnityEngine; +using System.Collections; + +public class ShootingScript : MonoBehaviour { + + public float attackSpeed; + private float nextShootTime = 0.0f; + public GameObject Missile; + // Use this for initialization + void Start () { + } + + // Update is called once per frame + void Update () { + if(Input.GetButton("Fire1") && Time.time > nextShootTime){ + print("pewpew"); + nextShootTime = Time.time + attackSpeed; + //avancer le missile au depart quand il va apparaitre (quand je vais avoir anim de combat) + GameObject clone = Instantiate( Missile,transform.position,transform.rotation) as GameObject; + } + } +} diff --git a/Assets/ShootingScript.cs.meta b/Assets/ShootingScript.cs.meta new file mode 100644 index 0000000..b85276b --- /dev/null +++ b/Assets/ShootingScript.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 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